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Torchbearer 2nd ed: first impressions
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<blockquote data-quote="pemerton" data-source="post: 8616338" data-attributes="member: 42582"><p>This is not written in a technical fashion. It begins by positing that <em>the trait clearly doesn't fit</em>, but then allows that the player might "readjust" by <em>adding something better</em>. In a technical text, that would be contradiction. But in this text I don't take it to be a contradiction, because when it posits that the trait clearly doesn't fit, what it really means is that <em>the player hasn't offered some fiction in which the trait figures coherently</em>. If the player can "readjust" by coming up with some better fiction, then the trait <em>does</em> apply. Hence why I posted, upthread, that the concern is with coherent and vivid fiction, <em>not</em> with rationing the use of traits - the rationing function comes from elsewhere, and is based on cues - <em>end of session</em> refresh - and not fiction.</p><p></p><p>Other parts of the text encourage players to use traits against themselves, and remind the GM to remind the players of this possibility (DHB p 82; SG p 220). This reinforces, to me, the view I've expressed about how traits are to be rationed, and what it is that the reaching rule is concerned with.</p><p></p><p>I mean bright-hued as opposed to subtle. Burning Wheel can be subtle. I think Apocalypse World is intended to admit of subtlety. Torchbearer doesn't strike me as subtle at all in the characterisation and setting it fosters. The PCs are painted in these bright, broad brushstrokes. The setting elements have their gameplay function called out front and centre - camps for camp phase and settlements for town phase - and they have shrines for blessings and temples for joining cults and guilds for crafting and taverns for drinking and learning rumours. Your friends always put you up, and your parents always have a small gift for you, unless a disaster has wiped their settlement from the map!</p><p></p><p>It's a game that knows, and embraces, its tropes.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8616338, member: 42582"] This is not written in a technical fashion. It begins by positing that [i]the trait clearly doesn't fit[/i], but then allows that the player might "readjust" by [i]adding something better[/i]. In a technical text, that would be contradiction. But in this text I don't take it to be a contradiction, because when it posits that the trait clearly doesn't fit, what it really means is that [i]the player hasn't offered some fiction in which the trait figures coherently[/i]. If the player can "readjust" by coming up with some better fiction, then the trait [i]does[/i] apply. Hence why I posted, upthread, that the concern is with coherent and vivid fiction, [i]not[/i] with rationing the use of traits - the rationing function comes from elsewhere, and is based on cues - [i]end of session[/i] refresh - and not fiction. Other parts of the text encourage players to use traits against themselves, and remind the GM to remind the players of this possibility (DHB p 82; SG p 220). This reinforces, to me, the view I've expressed about how traits are to be rationed, and what it is that the reaching rule is concerned with. I mean bright-hued as opposed to subtle. Burning Wheel can be subtle. I think Apocalypse World is intended to admit of subtlety. Torchbearer doesn't strike me as subtle at all in the characterisation and setting it fosters. The PCs are painted in these bright, broad brushstrokes. The setting elements have their gameplay function called out front and centre - camps for camp phase and settlements for town phase - and they have shrines for blessings and temples for joining cults and guilds for crafting and taverns for drinking and learning rumours. Your friends always put you up, and your parents always have a small gift for you, unless a disaster has wiped their settlement from the map! It's a game that knows, and embraces, its tropes. [/QUOTE]
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